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base_material – Specifies the material that the additional wrapper properties will be are applied to.
Main
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Generated GI Mult. – A multiplier for the amount GI generated by the material.
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Use Irradiance Map – When enabled, the Irradiance Map will be is used to approximate diffuse indirect illumination for the material. When disabled, brute force GI will be is used. You can use this for objects in the scene which have small details and are not approximated very well by the Irradiance Map.
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Alpha Contribution – Determines the appearance of the object in the alpha channel of the rendered image. A value of 1.0 means the alpha channel will be is derived from the transparency of the base material. A value of 0.0 means the object will does not appear in the alpha channel at all and will show shows the alpha of the objects behind it. A value of -1.0 means that the transparency of the base material will cut cuts out from the alpha of the objects behind. Matte objects are typically given an alpha contribution of -1.0. Note that this option is independent of the Matte surface option (i.e. a surface can have an alpha contribution of -1.0 without being a matte surface).
Generate Render Elements – When enabled, V-Ray will generate generates zDepth, velocity, extra tex and multi matte render element for matte objects. When this check box is disabled V-Ray will does not generate any render elements for matte objects.
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Affect Alpha – When enabled, makes shadows affect the alpha contribution of the matte surface. Areas in perfect shadow will produce white alpha, while completely unoccluded areas will produce black alpha. Note that GI shadows (from skylight) are also computed, however GI shadows on matte objects are not supported by the light cache GI engine, when used as a primary engine. You can safely use that with matte surfaces as secondary engines.
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Shadow Brightness – An optional brightness parameter for the shadows on the matte surface. A value of 0.0 will make makes the shadows completely invisible, while a value of 1.0 will show shows the full shadows.
Reflection Amount – Shows the reflections from the base material.
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Matte For Secondary Rays – Normally the base material will be is used when an object with a MtlWrapper is seen through reflections/refractions. This option controls whether the MtlWrapper shows the base material or environment when seen through secondary rays (e.g. reflections/refractions).
Disable – The base material will be is used when the MtlWrapper is seen through reflections/refractions.
Without Projection Mapping – The environment will be is seen through reflections/refractions.
With Projection Mapping – The environment will be is seen through refrlections/refractions with projection mapping to increase the realism.
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